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City Showcase (All games welcome) => Mayors' Diaries => Inactive Recently Published => Topic started by: DragonsBay on April 29, 2009, 08:31:59 AM

Title: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: DragonsBay on April 29, 2009, 08:31:59 AM
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Welcome to Ridchester, a fictional city based on London, UK. Be part of its epic tale as it grows. Please read page 1 to begin.

Read this first!
Ridchester's story starts some time in the 7th century BC, so some (indeed, most) architectural styles and technology will not accurately reflect the period of time in the story. Replacements and the wonderful BATs created by others will be used to compensate. Still, you will have to use your imagination as you read the story. I will try to be as accurate as possible in other factors impacting on Ridchester's growth.

This is my first Mayor's Diary (and indeed, the first SimCity 4 region that I am going to seriously plan and play, inspired by you peeps here!). Please provide comments and criticisms as I go along. Thanks and enjoy!

Links to original content (opens a new window):
1. 2000 BC - 800 BC: Pre-history (this post)
2. 800 BC - 43 AD: Celtic (http://sc4devotion.com/forums/index.php?topic=7698.msg242838#msg242838)
3. 43 AD: The Roman Conquest (http://sc4devotion.com/forums/index.php?topic=7698.msg243558#msg243558)
4. 50 AD - 120 AD: Early Roman (http://sc4devotion.com/forums/index.php?topic=7698.msg244251#msg244251)
5. 120 AD - 450 AD: Late Roman (http://sc4devotion.com/forums/index.php?topic=7698.msg245839#msg245839)


Geography
Ridchester is located on the banks of the River Fruce, at the south eastern corner of Bainart. It is approximately 25 miles inland from the Bainish Sea.

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Location of Ridchester in Bainart

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Aerial view of Ridchester Plain

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2,000 BC: The Ridchester Plain area are settled by Stone Age tribes, who build a stone circle at the bend of the river in the east. But by the time the Iron Age arrives, the tribes have disappeared into history, leaving only the stone circle to prove that they had ever lived here.

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The stone circle

The region remained uninhabited for several centuries, before migrants from the Continent began to cross the Wessan Channel to settle here.

Acknowledgements
Game map: MallowTheCloud
Stone circle: official landmark download
Title: Re: Ridchester
Post by: rooker1 on April 29, 2009, 08:46:21 AM
Hello Tim,

Welcome to SC4D nad what a great first post.
Fantastic map and the little history so far is very good.

Robin  :thumbsup:
Title: Update: 800 BC - 43 AD: Celtic
Post by: DragonsBay on May 01, 2009, 11:55:12 AM
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800 BC: A tribe of Celts, the Ferii (Latin for 'fierce'), arrive from the Continent. Led by their leader Cadeyrn, they build a small village on the banks of a small brook that leads out to the main river. At low tide, the brook can be forded on foot, so they call the settlement Rhyd (pronounced "reed"), which means 'ford'.

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The village of Rhyd, 800 BC

500 BC: The Ferii grow crops, such as wheat and barley, and rear cattle for a living. The harvests are good, and they name the river ffrwythlon afon, which means "fertile river". The river also brings trade from across the region, even from the Continent. Eventually, what started as a few huts becomes a large village and an important trading post.

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Rhyd, 500 BC

300 BC: The strategic location of Rhyd means that it is constantly attacked by other tribes. The chieftain, Aedan, builds a hill fort on the mouth of the brook south of the village to control and protect the region.

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Aerial view of Rhyd and Aedan's fort, 250 BC

Meanwhile, hundreds of miles away in the south, a mighty power begins a steady northward expansion into the Continent: Rome.

52 BC: Roman general Julius Caesar decisively defeats the Graulic Celts in at the Battle of Amnesia. The Romans conquer Graul, and many Graulic Celts emigrate to south east Bainart.

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Vercingetorix, chieftain of the Graulish Celts, surrenders to Caesar.

50 BC - 40 AD: As the population in south east Bainart increases dramatically, resources such as land become scarce. Eventually the refugees clash with the native population, upsetting the political stability across southern Bainart.

Meanwhile, the Roman appetite for expansion hasn't been satisfied. As the Celts on Bainart squabble among themselves, the Romans eye the rich and fertile Bainart...

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Roman Republic, 1 AD

Acknowledgements
Walls: jeronij
Painting: Vercingetorix throws down his arms at the feet of Julius Caesar, by Lionel Noel Royer, in 1899
Cattle: boon1234
Title: Re: Ridchester
Post by: TopCliff on May 01, 2009, 02:10:39 PM
Excellent history. Since we're way back when in the times of Romans, will we go past the present? Other than that, I have one or two suggestions. First off would be a terrain and water mod, and then turning off the labels and signs when taking pictures. Can't wait to see more!
Title: Re: Ridchester
Post by: Luke09 on May 01, 2009, 03:07:39 PM
its looking that will be a nice MD  :) ,its already good,i liked how you made the celtic tribe,good look and keep it goin  :thumbsup:
Title: Re: Ridchester
Post by: I9113N on May 01, 2009, 06:10:19 PM
Very nice. It is interesting to think "My ancestors could of lived in a hut like that"  :P (yes I am Celtic) But like TopCliff said a terrain and water mod, and optionally a tree controller would be great. I don't mind the labels that much. I'll keep following this MD, and I am looking forward to the next update.  :thumbsup: Great work so far.
Title: Re: Ridchester
Post by: Luke09 on May 01, 2009, 06:53:54 PM
AS I9113N said,a water mod,terrain mod,and tree mod,would be great  $%Grinno$%
Title: Re: Ridchester
Post by: Albus of Garaway on May 02, 2009, 10:12:28 AM
This looks wonderful! As others have said, water/terrain/tree mods would do wonders, but the history makes up for it (For now).
Title: Re: Ridchester
Post by: WC_EEND on May 02, 2009, 10:56:12 AM
looks really promising, i'm curious
Title: Re: Ridchester
Post by: BarbarossaS on May 02, 2009, 11:15:12 AM
Excellent history and great job on making it look very realistic! I study history and I love the way you built those villages on a hill, near a river, or with a small moat. Exactly how it would've been in earlier days!  &apls &apls

Also:
QuoteFirst off would be a terrain and water mod, and then turning off the labels and signs when taking pictures.
I wouldn't do this. I like those signs, as they tell you what is where.

-Stijn-
Title: Re: Ridchester
Post by: kwakelaar on May 02, 2009, 12:51:37 PM
This is interesting, I love this kind of historic development for MD's. The maps you have been making are giving a good oversight over the situation you describe. I will certainly try to follow this. :)
Title: Update: 43 AD: The Roman Conquest + Replies to comments
Post by: DragonsBay on May 04, 2009, 02:56:15 AM
Replies to comments
Thank you for all your comments, advice and encouragement! I'm not sure whether I will take Ridchester beyond the present, but there is a lot of history to get through before I can even use the more advanced functions on SimCity 4 such as automobiles and public transport (unfortunately it's a game that discriminates against history...).

With regard to the environment mods, I will experiment with them (and try to come up with some kind of historical excuse to justify the alterations in the landscape!), but because several updates have already been composed, I will just publish them, and the changes will not be reflected until later updates.

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43 AD: The competition of land in south east Bainart come to a head. After a longstanding dispute with the Ferii, a rival tribe, the Tabearts, launches a surprise attack and sets fire to the fields around Rhyd.

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The burning of Rhyd's field

That triggers all-out war between the Ferii and the Tabearts. The Tabearts appeal to Rome, their allies, for help. Under this pretext, the Roman emperor Claudius sends four legions to conquer Bainart. They land on the south coast. The Celts' hastily patched up resistance crumbles against the might of the Romans, who rapidly push up the countryside towards Ridchester Plain.

The final stand by the Ferii and their allies is made at Rhyd, and after a drawn out and bloody siege, Aedan's fort is taken by the Romans and razed to the ground. Although the Ferii are defeated, their fierceness in battle awes Claudius. He decides to spare the lives of the villagers of Rhyd as a sign of good will (and encouraging other Celts to surrender instead of fight).

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The battle of Ridchester Plain

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The destruction of Aedan's fort

After Aedan's fort is conquered, the rest of Ridchester Plain and south east Bainart is quickly subdued by the Romans.

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The extent of the Roman conquest of Bainart, 50 AD


Acknowledgements
Illustration: http://warandgame.files.wordpress.com/2008/09/celtic-warriors-2.jpg
Title: Re: Ridchester
Post by: Luke09 on May 04, 2009, 12:20:21 PM
omg ROMAN SOLDIERS,RUN FOR YOUR LIVES!!!Nice update  :thumbsup:
Title: Re: Ridchester
Post by: I9113N on May 04, 2009, 02:46:19 PM
Very cool, although I never knew a city that small could hold so much territory.  :D Looks nice, looking forward to the terrain mod updates.  :thumbsup:
Title: Re: Ridchester
Post by: danielcote on May 04, 2009, 05:03:45 PM
Exellent storey so far!  &apls  &apls  &apls  &apls
Title: Re: Ridchester
Post by: BarbarossaS on May 04, 2009, 11:15:25 PM
Roma Victor! Poor little Celts, they don't stand a chance against the might of the Roman Empire.
Love the update, keep 'm coming!  &apls &apls

-Stijn-
Title: Re: Ridchester
Post by: antimonycat on May 05, 2009, 10:51:54 AM
I love the historical approach you've got here. You've got my attention and I'm really looking forward to seeing how the city grows.  &apls
Title: Re: Ridchester
Post by: JJ on May 06, 2009, 02:12:14 AM
This is an attention grabbing md for mayor and one i will follow :)
Title: Update: 50 AD - 120 AD: Early Roman + Replies to comments
Post by: DragonsBay on May 06, 2009, 08:54:39 PM
OOC Note: Terrain changes apply from this update. Please comment!

Luke09: Thanks.  :)

I9113N: Yeah...the Romans were good.

danielcote: Thanks!

BarbarossaS: Ha...no they don't. Thank you.

antimonycat: I really enjoy urban history, especially London's. I think organic cities are much more interesting to write about.

JJ: Thanks!

Now, the update...




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50 AD: With south east Bainart pacified, the Romans plan to build a capital city to administer the new province, which they call Benevia, after the Latin word benevolentia, or "good will", to commemorate Emperor Claudius's pardon of the village of Rhyd.

The Romans recognise the strategic importance of the Rhyd area: it is where the Ffrwythlon is narrow enough to be bridged, yet still deep enough for ocean-going ships to reach. It also commands a central position in the Ridchester Plain. They call the river Fruses, a corruption of the river's Celtic name, and begin to build a city here, calling it Riddium (after Rhyd).

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The laying of roads and the public forum begins at Riddium, 50 AD

60 AD: Riddium is developing on the north bank of River Fruses. An extensive road network connects the town with the rest of the province. The town is attracting merchants and immigrants from all over the Empire to trade, work and live here.

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Riddium, 60 AD

70 AD: The first bridge is built across the Fruses at Riddium, concentrating local and Continental trade in the city.

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Pons Riddii, the first bridge across the Fruses

Swelled by the increase in trade, Riddium continues to expand. A basilica is built on the north side of the forum to handle the growing government business of Benevia, and a theatre now serves the increasingly cultured population of Riddium.

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Riddium, 80 AD

120 AD: The Roman Empire grows to its largest extent. Years of peace and good governance spurs economic development across the Empire.

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The Roman Empire at its height, 120 AD

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Map of Benevia, 120 AD, showing the main towns and the road network

Riddium reaches the height of its prosperity. The town is adorned with impressive buildings, including an obelisk imported from Egypt, the other corner of the Roman Empire.

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Riddium at its height, 120 AD

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Riddium and environs (including Rhyd), 120 AD

The fertile Ridchester Plain supports many farms and luxurious villas.

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A villa in the outskirts of Riddium

However, the Pax Romana that is bringing Riddium its prosperity does not last long. Internal political instability and external incursions by barbarians on the Continent begin to threaten the empire, especially far-flung provinces such as Benevia...

Acknowledgements
Terrain: Pegasus, c.p., cycledog
Pier: arthurovitz
Markets: Sam
Buildings: psycholu, mickebear, jeronij, ripptide, giorgos69, falcon5018, agart, among many others! Please inform me if I have left you out. I will add your name here as soon as I can.
Title: Re: Ridchester
Post by: BarbarossaS on May 07, 2009, 12:57:51 AM
Impressive, the way you let your city evolve over time, especially because it's a Roman city!  :thumbsup:
I like the way you put the civic services(?) in there (the temples, theatre, hippodrome,...) Those are incredible BAT's, but don't quite seem to fit in in a normal (more modern) city. It is a great joy then to seeing these buildings in their "natural" environment!  &apls

-Stijn-
Title: Re: Ridchester
Post by: Luke09 on May 07, 2009, 06:46:38 AM
On each Update,its get better and better  &apls
Title: Re: Ridchester - 120 AD
Post by: CommodoreTech on May 07, 2009, 10:26:51 AM
oh my god!

You've realized my dream!
I've always wanted to see this sort of CJ!

I'm really happy to see it done well also.

Well done!

Very excited about next update!
Title: Re: Ridchester - 120 AD
Post by: JJ on May 07, 2009, 11:31:53 AM
What I love about this is it gives the city a history that we have been through and experienced in other mds yes people will talk about historical events in the cities past but we won't have seen the city develop over years which is what I love so much, it gives the city a history that we'll have experienced making for a wonderful story.
Title: Re: Ridchester - 120 AD
Post by: sebes on May 09, 2009, 03:50:59 AM
Yes!!!! These are my favorite MD's, starting way back in history and growing the present (or beyond that even...). You did a great job. Especially the early Rhyd settlement and the first Roman village made me stare at my screen in awe....

I have a feeling where this MD will end next month if you continue like this!  :thumbsup:
Title: Re: Ridchester - 120 AD
Post by: kwakelaar on May 10, 2009, 12:28:42 PM
Very nice update again, I like how you have placed the big temple complex on a hill overlooking the city.
Title: Replies to comments
Post by: DragonsBay on May 12, 2009, 02:18:51 AM
Sorry for the lack of updates the past few days. Work and other things in life have taken over. I assure you that the story of Riddium still goes on, but I will reply to comments first as it'd be a bit rude not to (and as a bid to keep this going, I suppose).

BarbarossaS: I really have psycholu to thank, because his/her Roman BATs inspired me to pursue this journal in the first place. If not, I'd have been too noobie to BAT myself.

Luke09: Thank you. I hope I keep it up.

CommodoreTech: Thank you. I've always been interested in urban development history, and bemoaned the lack of games that allowed simulated real historical development. So discovering SimCity 4 and other people's BATs was really nice. It gave me the chance to realise my dream as well.

JJ: Thank you. I noticed the niche in the market and grabbed the chance...

sebes: Thanks. As I said previously, there's a lot of history to go through before I end up in modern times. So I'm not sure how far Ridchester will go. We'll see...we'll see. If you're talking about what I'm thinking about...I'll be thrilled.  &hlp

kwakelaar: Thanks. I had planned to leave that hill uninhabited for that period, but a flash of inspiration hit me.

I promise that the next update is coming; it's just still in the works...
Title: Update: 120 AD - 450 AD: Late Roman
Post by: DragonsBay on May 13, 2009, 12:17:11 PM
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190 AD: Emperor Commodus dies without issue, triggering a succession crisis. Septimus Albinus, Commodus' nephew and governor of Benevia, amasses his legions to fight for the throne. Before he sails for the Continent, Albinus builds a defensive wall around Riddium and establishes a fort on the site of the old Celtic hill fort to defend his capital city. For a while, the building of the wall and the fort spurs economic activity in Riddium. However, it was not to last.

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Riddium, 200 AD

205 AD: Albinus is defeated after a battle in southern Gaul against rival claimant Clodius Severus, who becomes emperor himself. Severus reasserts imperial authority over Benevia, and he decides to split the province into two and limit the number of legions posted here to reduce the power of individual governors.

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Map of Benevia, 210 AD

Severus' decision has a negative impact on Riddium, even though it remains the provincial capital of Bevenia Superior. The reduced number of troops is concentrated on defending the north from the Scallis, and less money is spent on Riddium. The city enters a period of slow decline.

200 AD – 290 AD: The political and economic situation across the empire worsens. Barbarians are now pouring into the empire, while the internal political situation is as messy as ever. Inflation is also beginning to run rampant, damaging the empire's economy. In Riddium, a new threat arrives from the east: Wessan pirates are increasingly raiding the countryside around Riddium, and harassing the trade between Benevia and the continent.

290 AD – 300 AD: With the empire crumbling from the insides, it was a matter of time before a second rebellion occurred in Benevia. The two governors of Benevia agree to declare independence from Rome, but they squabble between themselves over who should become emperor, and the rebellion is put down. Emperor Diocletian divides the empire into four, and further divides Benevia further into four provinces. Diocletian also orders the decommissioning of Riddium's fort and demolishes the grandest public buildings.

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Riddium, 300 AD

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Map of Benevia, 300 AD

300 AD – 410 AD: With administration and trade now dispersed across the province, and as increasing attacks by the Wessans take their toll, Riddium shrinks to a small settlement clustered around the bridge. In 410 AD, the last of the Roman troops on Benevia are recalled to the Continent to fight the barbarians. With no effective government and unable to resist the strong and frequent Wessan invasions, residents of Riddium begin to move out en masse. Within a generation, the town is completely abandoned.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi64.photobucket.com%2Falbums%2Fh188%2FDragonsBay%2F410ADRiddium.jpg&hash=ce2628ed92f4a3deebc24ade78dfedbd60c42bf4)
Riddium, 400 AD

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi64.photobucket.com%2Falbums%2Fh188%2FDragonsBay%2F450ADRiddium.jpg&hash=bc0e347aac42ed9e62a3b2a22b8a08bbf059b5e7)
Riddium, 450 AD

Acknowledgements
Walls: jbbry232, Serjean, roulback
Barracks: Adm Lee J.E. Braden
Ruins: mrbisonm, guinea, Habibi_Joe, delija21
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: BarbarossaS on May 13, 2009, 01:43:47 PM
So sad to see this beautiful city decline and fall  :( But the way you tell it is just awesome!  &apls
I'm really in love with the history of this place, and all credits go to you, you've got some skill making a MD!  :thumbsup:

Can't wait to see the early Middle Ages creep in on Riddium (if the city is going to be rebuilt of course)

-Stijn-
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: I9113N on May 13, 2009, 04:08:13 PM
Wow! Very nice! I also love to see how the decline of an empire takes its toll on the average city. Can't wait to see more!  :thumbsup:
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: sebes on May 14, 2009, 02:38:41 PM
Excellent update... and.. a clever way how to prepare your city for future developments  :P

Looking forward to the next update in this great history lesson :satisfied:
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: Nexis4Jersey on May 14, 2009, 07:06:18 PM
I can feel the yee old feel coming of this MD, great job!  &apls
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: kwakelaar on May 16, 2009, 02:19:14 AM
Seems like an accurate account of what happened on the British isles with the break down of the Roman Empire. So where did the people of Riddium go?
Nice update and looking forward to your next.
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: calibanX on May 18, 2009, 07:10:12 PM
Your CJ Rocks DragonsBay. I started reading about those stone age folks and I got sucked in. I'm anxiously waiting to see what comes next. Great idea here.

Geoff
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: CommodoreTech on May 20, 2009, 02:26:53 PM
A brilliant update. Shame it was abandoned.

I'm looking forward to seeing how Riddium becomes resettled, and why.
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: Battlecat on May 21, 2009, 09:32:24 AM
This is a really neat approach!  I'm looking forward to seeing how the remnants of that roman city impact the next iteration.  If you look at a lot of European cities, the design of their downtown core has been strongly impacted by decisions made by the Romans!  I'm looking forward to seeing what's next!
Title: Replies to comments
Post by: DragonsBay on May 21, 2009, 04:43:34 PM
Only replies to comments for now, I'm afraid...

BarbarossaS : Thank you.  :)

I9113N : Thanks. Accounting for the wider world's impact on the development of the city is actually the hardest part of the story to craft.

sebes : Haha. Thanks. Nothing clever about it, really. Kind of sad to watch it go...

Nexis4Jersey : Thank you so much.

kwakelaar : It's more like a simplified account. The history is really intriguing (and complicated). Your question will be answered soon...

calibanX : Thanks.  :)

CommodoreTech: Hehe...the answer isn't far off now...

Battlecat : Indeed. London, the city I'm basing Ridchester on, is such a city! But you might be in a bit of a surprise soon...

I can confirm that post-Roman Ridchester is in the works. But crafting the story is proving to be a bit difficult, as the historical record around this period is a bit sketchy. Also, it's a new architectural style, with very little ready-made BATs to borrow and adapt. With my chosen focus on the history, I'm afraid that it is difficult to also focus on the aethestics. But anyway, hopefully the wait won't be that long. Thanks for all your encouragement and interest in Ridchester! *bows*
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: DebussyMan on May 22, 2009, 01:35:38 PM
Very interesting MD, love history-based themes.
I like your resourceful approach, which has given very nice results. I assume you will be heading towards the middle ages soon; If you need any building in particular, I'm known for taking some interesting requests  ;)
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: just_a_guy on May 23, 2009, 11:41:02 AM
Nice MD! I really like how you tell the whole story to the area. (It sure beats reading a 500 page hitsory book with extra small print ;D)

It'll be interesting to see what happens next
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: serebii666 on May 23, 2009, 03:50:27 PM
I love these types of MDs. I will follow this.
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: bat on May 24, 2009, 10:54:06 AM
Fantastic work on your MD here! And nice pictures! Looking forward to more... ;)
Title: Re: Ridchester (Late Roman: 120 AD - 450 AD)
Post by: antimonycat on May 27, 2009, 09:53:58 PM
Another great update, I can't wait for future updates so I can compare them with these older pictures. Keep it up!